+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
-1 | Strength | |
+1 | Dexterity | |
+3 | Constitution | |
+1 | Intelligence | |
+8 | Wisdom | |
+6 | Charisma |
+1 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+1 | Arcana | INT | |
-1 | Athletics | STR | |
+2 | Deception | CHA | |
+5 | History | INT | |
+8 | Insight | WIS | |
+2 | Intimidation | CHA | |
+1 | Investigation | INT |
+8 | Medicine | WIS | |
+1 | Nature | INT | |
+8 | Perception | WIS | |
+6 | Performance | CHA | |
+6 | Persuasion | CHA | |
+9 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+4 | Survival | WIS | |
+9 | Cooking Utensils | INT |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Healing Word 1st lvl | +4 | WIS | 1d4+7 | Healing | |
Healing Word 2nd lvl | +4 | WIS | 2d4+8 | Healing | |
Healing Word 3rd lvl | +4 | WIS | 3d4+9 | Healing | |
Healing Word 4th lvl | +4 | WIS | 4d4+10 | Healing | |
Mass Healing Word 3rd Level | +4 | WIS | 1d4+9 | Healing | |
Cure Wounds 1st Level | +4 | WIS | 1d8+7 | Healing | |
Cure Wounds 2nd Level | +4 | WIS | 2d8+8 | Healing | |
Cure Wounds 3rd level | +4 | WIS | 3d8+9 | Healing | |
Cure Wounds 4th level | +4 | WIS | 4d8+10 | Healing |
The statblocks of your Weapons, armor and other important/magical equipment
Wondrous Item
Uncommon Transmutation
Tattoo AttunementThis tattoo gives the wearer expertise in one skill they are already proficient in.
Cost: 4400
Staff
Uncommon Abjuration Requires Attunement
(Attunement by a Druid, Cleric, Warlock, or Wizard)
This stave was crafted by elves with the intention of protection their noble partners. The sentinels are able blasts foes away and casts shields to protect their men. The oaken wood is has indentations of shooting stars that surrounds a shield encrusted by a single gem. This stave has 10 charges and regains 1d6+1 expended charges daily at dawn. While holding the stave, you can expend its charges to cast one of the following spells from it:
Armor (Light)
Rare Abjuration Requires Attunement
This leather armor seems to have a semblance of sentience residing inside it. When you are hit, you can use your reaction to attempt avoid the attach all-together by having it phase through you. You body temporarily becomes ethereal.
Roll a 1d100 . If you roll anything from 0-60, the attack misses. If you roll anything from 61-100, the attack hits, and you take 1d4+1 force damage.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 12+Dex mod | No |
Wondrous Item
Uncommon Conjuration
Once per dawn, the wearer of this bracelet can use their Bonus Action to cast the Misty Step spell.
Cost: 2000 gold credits
Wand
Common
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.
Weight: 1
Weapon
Rare Transmutation
Two-Handed
This bow is cold to the touch and has frost coating the the dark blue wood.
When rolling a natural 19-20, the target is encased in a thick block of ice and are under the effect of the Petrified condition. The ice can be melted by magical means or naturally after 8 hours in warm temperature.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d8 | None | 150/600 |
Wondrous Item
Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Cost: 4000 gp
Weight: 15 lb.
The statblocks of your class features
Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. Channel Divinity : Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Destroy Undead (CR 1/2) Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Channel Divinity (2/rest) Beginning at 6th level, you can use your Channel Divinity twice between rests. Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Ability Score Improvement When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Destroy Undead (CR 1) Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required. Destroy Undead (CR 2) Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Ability Score Improvement When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Destroy Undead (CR 3) Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Ability Score Improvement When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Destroy Undead (CR 4) Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Channel Divinity (3/rest) Beginning at 18th level, you can use your Channel Divinity three times between rests. Ability Score Improvement When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Divine Intervention Improvement At 20th level, your call for intervention succeeds automatically, no roll required.
You start with the following items, plus anything provided by your background.
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells. Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. Preparing and Casting Spells The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.
Life Domain The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). At each indicated cleric level, you add the listed spells to your spells prepared. Life Domain Spells
Cleric Level | Spells |
---|---|
1st | bless, cure wounds |
3rd | lesser restoration, spiritual weapon |
5th | beacon of hope, revivify |
7th | death ward, guardian of faith |
9th | mass cure wounds, raise dead |
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting,Divine Domain | 3 | 2 | ||||||||
2nd | +2 | Channel Divinity (1/rest),Divine Domain feature | 3 | 3 | ||||||||
3rd | +2 | - | 3 | 4 | 2 | |||||||
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | |||||||
5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | ||||||
6th | +3 | Channel Divinity (2/rest),Divine Domain feature | 4 | 4 | 3 | 3 | ||||||
7th | +3 | - | 4 | 4 | 3 | 3 | 1 | |||||
8th | +3 | Ability Score Improvement,Destroy Undead (CR 1),Divine Domain feature | 4 | 4 | 3 | 3 | 2 | |||||
9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | ||||
10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | ||||
11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | |||
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | |||
13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||
14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||
15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
17th | +6 | Destroy Undead (CR 4),Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Divine Intervention Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
The most common race of the Waning Lands, humans can be found in all walks of life and positions, from desert traders to jungle kings, and in all shapes, sizes, colours and temperaments, owing to their most defining feature: their ability to adapt to any environment.
Throughout history human empires and kingdoms have risen and fallen, most often in oddly mirrored patterns with the fortunes of the lauhkar, the only other race which has managed to matched their ambition for conquest. In turn a long and deep rooted hatred has grown between humanity and the lauhkar, owing in no small part to the long history of slavery the high evfyl have inflicted upon them, the term ‘human’ itself originally meant cattle in the evfyl language, a fact few now are aware of.
Traits:
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Language. You can speak, read and write Common and one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB: P. 248
0-level (Cantrip) Divination
Evocation Magic
0-level (Cantrip) Evocation
Necromancy Magic
0-level (Cantrip) Necromancy
Necromancy Magic
0-level (Cantrip) Necromancy
Enchantment Magic
1-level Enchantment
Evocation Magic
1-level Evocation
Evocation Magic
1-level Evocation
Enchantment Magic
1-level Enchantment
Abjuration Magic
1-level Abjuration
PHB: P. 275
1-level Abjuration
PHB: P. 272
1-level Abjuration
Abjuration Magic
2-level Abjuration
PHB pg. 278
2-level Evocation
Enchantment Magic
2-level Enchantment
Enchantment Magic
2-level Enchantment
PHB: P. 287
2-level Abjuration
PHB: P. 211
2-level Abjuration
PHB: P. 289
2-level Enchantment
Abjuration Magic
3-level Abjuration
Unleashed Arcana
3-level Necromancy
Abjuration Magic
3-level Abjuration
PHB: 216
3-level Evocation
PHB: P. 272
3-level Necromancy
Evocation Magic
3-level Evocation
PHB: P. 278
3-level Conjuration
PHB: P. 283
3-level Divination
Conjuration Magic
4-level Conjuration
Abjuration Magic
4-level Abjuration
PHB: P. 217
4-level Abjuration
PHB: P. 227
4-level Transmutation
PHB: P. 216
4-level Abjuration
Abjuration Magic
4-level Abjuration
Spells of Stellarium
4-level Divination
Ritual - does not require spell slot, takes 10 minutes longerStatblocks for your Trinkets, businesses, building, castles, empires.